| Post/Author/DateTime | Post |
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| #1mercuryvJun 29, 2009 11:41:50 | Hi folks, I could use some advice on wrapping up the Bordrin's Watch adventure nicely. We did the 'slow start' (ie. one whole game session just set in the city before moving onto the sundered chain) and the player's really enjoyed it. I'm a little dismayed at the lack of information on what happens afterwards. The heroes have activated the Nexus and made there way out into safety again. The only information given about the conclusion to the adventure is this: "Once the characters seal the Nexus and defeat Tusk, they have completed their mission, but more importantly, they have delivered a deathblow to the orc hordes. With their leader dead and cut off from the tunnels, the orcs have no choice but to attack Bordrin’s Watch. The fighting is brutal, for even though the orcs have lost their advantage, they are still numerous and powerful. After five days of fighting, the defenders on the walls turn back the hordes, sending them back into the badlands once more. With the threat at an end, the surviving PCs are welcomed as heroes and given badges of distinction to recognize their courageous efforts and their parts in saving Overlook and Elsir Vale. During the ceremony, the adventurers are free to relax, drink, and enjoy some well-deserved downtime, but they can’t help but feel like they’re being watched." How has this played out in your game? Did the group go to the Watchtower to reinforce the defenders or stay in Overlook? Did you play out any of the battle, or just narrate it? I guess for the 'badges of distinction' bit we're looking at something akin to the ending to Star Wars (Ep 4). Also bringing this into a seemless transition to the next adventure, what is the best way to convey they are 'being watched'? |
| #2Migelito16Jun 29, 2009 12:05:40 | I'm thinking about running the final battle as a skills challenge, based on the most recent Mearls article which described a large-scale battle like this one. Sounds more fun than just reading the text to the players. As to the transition, I don't think you need to do too much. The games set it up pretty well with the brass key found in SaBW and the ambush in the beginning of the next one. |
| #3thellarenJun 29, 2009 14:17:10 | My experience with the SoW modules is that most of them have at least one of these things where you can either read the text for a major plot point to the characters, or put a certain amount of work into fleshing it out into a skill challenge or a few battle vignettes. Given the way I run, it's simpler just to read the text and move on. |
| #4rob_douglasJun 30, 2009 8:52:55 | I had them return to Overlook, where they heard tales of the Orcs running away from Bordrin's Watch, as great piles of steam let loose from the mountain core. Many folks were hailing the efforts of the Far Striders, knowing they MUST HAVE been the ones to save them. In town, no one believed the party was responsible, except maybe the higher ups. But they knew. They hated the Far Striders when I was done with them. They are still comparing themselves. But I digress.... ROB |
| #5MisroiJul 01, 2009 18:49:39 | Ooooh, that's good, Rob. It sure makes later mods much more interesting, since there's a great reason for the Farstriders and the PCs to hate each other. |
| #6garner_adamJul 02, 2009 0:32:18 | But the Farstriders die in the module so I'm not sure there could be much table time with the animosity between the teams. |
| #7MisroiJul 02, 2009 7:38:42 | Whoop, there we go with the whole Farstriders/Freeriders confusion. I meant Freeriders, and I suspect Rob did as well. |
| #8mercuryvJul 02, 2009 7:49:15 | Thanks for the advice. The session went well, and they are now back in Overlook investigating the Lost Ones and Modra. In my session I changed to name of the Farstriders (the ones that died) to the Planestriders, to help confusion somewhat and distance them from the Freeriders somewhat. Admittedly, a few of my players still kept getting the names mixed up! |
| #9rob_douglasJul 02, 2009 10:16:24 | No, I meant Far Striders. When SoBW came out, I saw them and what happened, so I grabbed them while still in Rivenroar. I made them up and had them wait outside Rivenroar while the party finished their quest. The Far Striders then said they would take the Treasure back to Brindol - since they were hired to do that when the PCs hadn't returned yet. They didn't feel like sharing, and that they should get something for their trouble. So they beat up the PCs (who had to surrender they were so overmatched) and took the stuff, but let them keep the prisoners. The PCs returned the prisoners and complained, but no one believed them - the Far Striders were worshiped 'round these parts. When they got to Overlook, all the heard was how great the Far Striders were, and in every bar people said - "You met them? Are they as awesome as I heard?" So then when the FS got the juicy assignment, the party was mad as heck. Then they rescued Kalad and learned they had to go "rescue" the Far Striders - they had some moral quandries on that one. Then to finally get there and find them all dead - they felt really frustrated not to get to give a little back. Then they get back to town, after solving all the problems, and who gets the credit? Who is immortalized for their efforts in bardic songs? That's right - the ones assigned to close the Vents in the first place - the poor Far Striders who sacrificed themselves to save all of Elsir Vale - Hail to these great heroes! The PCs hate (present tense) the Far Striders, despite there being nothing more they can do about it. ![]() On the Freeriders side, so far they only had the one encounter, saved Megan from the Mysterious Killers, so they are kind of on good terms. I will have to work more on breaking that - I have to see where this relationship is supposed to go. I was thinking that a romance could develop and then break off, we shall see.... Or they might not trust my PCs (The Steady Strikers they call themselves) and maybe even think they aren't trustworthy because they keep bad mouthing the Far Striders! Wouldn't that be a hoot? ROB |
| #10rachwededJul 02, 2009 14:21:15 | Rob that is awesome! my group is about to finish the rescue at rivenroar and i might use this idea... actually i won't but i love it, might find another way of making the players dislike them |
| #11garner_adamJul 05, 2009 18:29:22 | No, I meant Far Striders. When SoBW came out, I saw them and what happened, so I grabbed them while still in Rivenroar. I made them up and had them wait outside Rivenroar while the party finished their quest. The Far Striders then said they would take the Treasure back to Brindol - since they were hired to do that when the PCs hadn't returned yet. They didn't feel like sharing, and that they should get something for their trouble. Truly a shame I wasn't able to build up the good connection like you did Rob. Actually real shame is my players never seem to like the idea of identifying their party and giving it a name. |
| #12ghaelbhanJul 09, 2009 7:57:19 | The PCs hate (present tense) the Far Striders, despite there being nothing more they can do about it. Awesome! My gang is in Rivenroar right now. I may adapt this idea too. One question, how do you handle Reniss in SoW3 if the heroes already hate her dead sister? |
| #13rob_douglasJul 09, 2009 22:52:14 | It actually worked out ok, because they were feeling a bit bad about the Farstriders death when they met Reniss - and since they already had some loot off her body, they kind of felt obligated. If the party isn't feeling it, you could have Reniss even bring it up: "Well, I see you carrying some items that my sister and her friends had. I am sure someone might have some questions, but if you help me..." However, since she approaches them, and has useful intel they need, I expected them to accept her. Reniss was actually "the nice one" of the family too, so it made them feel bad for her. ![]() ROB PS After finishing Shadowfell, and starting Lost Mines - on the way to visit Ironfell, they were met in the street with a parade in honor of the Farstriders and all they did in giving up their lives for the city they loved. It went over like a lead balloon.... ;) |
| #14rachwededJul 19, 2009 14:48:46 | got quick worrisome issue coming up and did not want to start whole new thread about the BW nexus thing my party follow a simple always go left policy. this means they will bypass the troll fight on their way to the nexus possibly. currently i am planning to have the troll and co travel down upon hearing a fight break out in the other room thus encouraging players to go into that room to get the magic items in there. this could however end up with a horrendous ambush with orc freaks on one side and troll + bombers on the other... any other ideas? (also in the left turn i've swapped out the cavern choker for a bomber and extra minion mainly because i don't like the randomness of the choker being present) |
| #15laserwolfJul 19, 2009 16:00:37 | My party knowingly engaged both sides of the hallway. They had forcibly removed one of the everburning torches from the wall in one of the earlier rooms, so they had ample vision. One party member crept up toward the intersection and was able to see at least one of the freaks on the left side and a drudge on the right. Rather than get caught in a pincer strike, they decided to try and lure both groups back toward the intersection. As I recall, the bombardiers are the only creatures with a ranged attack so the party was able to get in quite a few shots before being forced into a full assault. The party was spread out as well, minimizing the damage that the bombardiers could do. With the battle as far away as it was, it didn't make sense for the choker to try to sneak away, so he stayed where he was for the moment. It was a challenging encounter for them, but not overwhelming. Granted, I think those were pretty exceptional tactics on the part of my players, but I don't think it would be ridiculous to have a staggered fight either (with the other side joining several rounds into combat). |
| #16mercuryvJul 19, 2009 17:32:35 | got quick worrisome issue coming up and did not want to start whole new thread about the BW nexus thing I'd probably reverse the rooms, and have the shrine with the troll on the left. If they then go on straight to the nexus and miss the barracks/kitchen on the right, it won't be a major problem (my group missed that barracks/kitchen out, in the end it just saved time). |
| #17rob_douglasJul 19, 2009 20:25:57 | I think sometimes you have to teach them the hard way not to leave things behind them. MY party always takes the ways that seem like dead ends first - because they want to make sure they don't get snuck up on. They did the barracks first, then the troll. Then they went straight and downstairs. IF they had gone straight, they would have had the troll attack from behind just as they started the stairs encounter. At that point they are in trouble. You might have to have the orcs on one side retreat to give them the chance to take out one of the groups, then rest and go after the other. But they will learn not to leave a closed door behind them. ROB |
| #18thellarenJul 19, 2009 22:38:08 | It looks like the troll room is brightly lit, and three orc drudges are standing with a clear view of the doorway the PCs are going to be walking through. Unless the PCs are working without light, the drudges should be able to see them. And, to be fair, the PCs should be able to see the drudges. If the PCs insist on turning left and ignoring the drudges, the drudges don't necessarily have to ignore the PCs. Plus, even if they do, when the PCs return from the fight in V-5, they will be looking straight into the room with the drudges in it. If they insist on turning left and ignoring the drudges, then it's really time for the drudges and troll to go say hello. |
| #19BloodsausageAug 03, 2009 12:49:43 | No, I meant Far Striders. When SoBW came out, I saw them and what happened, so I grabbed them while still in Rivenroar. I made them up and had them wait outside Rivenroar while the party finished their quest. The Far Striders then said they would take the Treasure back to Brindol - since they were hired to do that when the PCs hadn't returned yet. They didn't feel like sharing, and that they should get something for their trouble. I shamelessly stole this entire idea for our campaign, and so far it's been wonderful. My party is just arriving at the Monastery in SoBW, so we're not as far as you, but the Farstriders rivalry has been priceless (my players named themselves the Furtherstriders just out of spite). Point of fact: nothing gets your PCs to bond better than getting their butts kicked by an overpowering group bent on taking their stuff. These guys are motivated now, and not a minute goes by without talk of "slipping them poison," "killing their families," and "salting their graves." I can't wait until the Farstriders get credit for what happens in the Vents. I can totally see my PCs wanting to resurrect the Farstriders just to beat them down again. |